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#!BPY
 
"""
Name: 'Wavefront (.obj)...'
Blender: 232
Group: 'Import'
Tooltip: 'Load a Wavefront OBJ File'
"""

__author__ = "Campbell Barton"
__url__ = ["blender", "elysiun"]
__version__ = "0.9"

__bpydoc__ = """\
This script imports OBJ files to Blender.

Usage:

Run this script from "File->Import" menu and then load the desired OBJ file.
"""

# $Id$
#
# --------------------------------------------------------------------------
# OBJ Import v0.9 by Campbell Barton (AKA Ideasman)
# --------------------------------------------------------------------------
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
# --------------------------------------------------------------------------

NULL_MAT = '(null)' # Name for mesh's that have no mat set.
NULL_IMG = '(null)' # Name for mesh's that have no mat set.

MATLIMIT = 16 # This isnt about to change but probably should not be hard coded.

DIR = ''

#==============================================#
# Return directory, where is file              #
#==============================================#
def pathName(path,name):
	length=len(path)
	for CH in range(1, length):
		if path[length-CH:] == name:
			path = path[:length-CH]
			break
	return path

#==============================================#
# Strips the slashes from the back of a string #
#==============================================#
def stripPath(path):
	for CH in range(len(path), 0, -1):
		if path[CH-1] == "/" or path[CH-1] == "\\":
			path = path[CH:]
			break
	return path
	
#====================================================#
# Strips the prefix off the name before writing      #
#====================================================#
def stripName(name): # name is a string
	prefixDelimiter = '.'
	return name[ : name.find(prefixDelimiter) ]


from Blender import *

#==================================================================================#
# This gets a mat or creates one of the requested name if none exist.              #
#==================================================================================#
def getMat(matName):
	# Make a new mat
	try:
		return Material.Get(matName)
	except:
		return Material.New(matName)


#==================================================================================#
# This function sets textures defined in .mtl file                                 #
#==================================================================================#
def getImg(img_fileName):
	for i in Image.Get():
		if i.filename == img_fileName:
			return i
	
	# if we are this far it means the image hasnt been loaded.
	try:
		return Image.Load(img_fileName)
	except:
		print "unable to open", img_fileName
		return



#==================================================================================#
# This function sets textures defined in .mtl file                                 #
#==================================================================================#
def load_mat_image(mat, img_fileName, type, mesh):
	try:
		image = Image.Load(img_fileName)
	except:
		print "unable to open", img_fileName
		return
	
	texture = Texture.New(type)
	texture.setType('Image')
	texture.image = image
	
	# adds textures to faces (Textured/Alt-Z mode)
	# Only apply the diffuse texture to the face if the image has not been set with the inline usemat func.
	if type == 'Kd':
		for f in mesh.faces:
			if mesh.materials[f.mat].name == mat.name:
			
				# the inline usemat command overides the material Image
				if not f.image:
				  f.image = image
	
	# adds textures for materials (rendering)
	if type == 'Ka':
		mat.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.CMIR)
	if type == 'Kd':
		mat.setTexture(1, texture, Texture.TexCo.UV, Texture.MapTo.COL)
	if type == 'Ks':
		mat.setTexture(2, texture, Texture.TexCo.UV, Texture.MapTo.SPEC)

#==================================================================================#
# This function loads materials from .mtl file (have to be defined in obj file)    #
#==================================================================================#
def load_mtl(dir, mtl_file, mesh):
	# Remove ./
	if mtl_file[:2] == './':
		mtl_file= mtl_file[2:]
	
	mtl_fileName = dir + mtl_file
	try:
		fileLines= open(mtl_fileName, 'r').readlines()
	except:
		print "unable to open", mtl_fileName
		return
	
	lIdx=0
	while lIdx < len(fileLines):
		l = fileLines[lIdx].split()
	
		# Detect a line that will be ignored
		if len(l) == 0:
			pass
		elif l[0] == '#' or len(l) == 0:
			pass
		elif l[0] == 'newmtl':
			currentMat = getMat(' '.join(l[1:]))
		elif l[0] == 'Ka':
			currentMat.setMirCol(float(l[1]), float(l[2]), float(l[3]))
		elif l[0] == 'Kd':
			currentMat.setRGBCol(float(l[1]), float(l[2]), float(l[3]))
		elif l[0] == 'Ks':
			currentMat.setSpecCol(float(l[1]), float(l[2]), float(l[3]))
		elif l[0] == 'Ns':
			currentMat.setHardness( int((float(l[1])*0.51)) )
		elif l[0] == 'd':
			currentMat.setAlpha(float(l[1]))
		elif l[0] == 'Tr':
			currentMat.setAlpha(float(l[1]))
		elif l[0] == 'map_Ka':
			img_fileName = dir + l[1]
			load_mat_image(currentMat, img_fileName, 'Ka', mesh)
		elif l[0] == 'map_Ks':
			img_fileName = dir + l[1]
			load_mat_image(currentMat, img_fileName, 'Ks', mesh)
		elif l[0] == 'map_Kd':
			img_fileName = dir + l[1]
			load_mat_image(currentMat, img_fileName, 'Kd', mesh)
		lIdx+=1

#======================================================================#
# Returns unique name of object (preserve overwriting existing meshes) #
#======================================================================#
def getUniqueName(name):
	uniqueInt = 0
	while 1:
		try:
			ob = Object.Get(name)
			# Okay, this is working, so lets make a new name
			name += '.' + str(uniqueInt)
			uniqueInt +=1
		except:
			if NMesh.GetRaw(name) == None:
				return name
			else:
				name += '.' + str(uniqueInt)
				uniqueInt +=1

#==================================================================================#
# This loads data from .obj file                                                   #
#==================================================================================#
def load_obj(file):
	time1 = sys.time()
	def applyMat(mesh, f, mat):
		# Check weather the 16 mat limit has been met.
		if len( meshList[objectName][0].materials ) >= MATLIMIT:
			print 'Warning, max material limit reached, using an existing material'
			return meshList[objectName][0]
		
		mIdx = 0
		for m in meshList[objectName][0].materials:
			if m.getName() == mat.getName():
				break
			mIdx+=1
		
		if mIdx == len(mesh.materials):
			meshList[objectName][0].addMaterial(mat)
		
		f.mat = mIdx
		return f

	# Get the file name with no path or .obj
	fileName = stripName( stripPath(file) )

	mtl_fileName = ''

	DIR = pathName(file, stripPath(file))

	fileLines = open(file, 'r').readlines()



	uvMapList = [(0,0)] # store tuple uv pairs here

	# This dummy vert makes life a whole lot easier-
	# pythons index system then aligns with objs, remove later
	vertList = [NMesh.Vert(0, 0, 0)] # store tuple uv pairs here

	nullMat = getMat(NULL_MAT)
	
	currentMat = nullMat # Use this mat.
	currentImg = NULL_IMG # Null image is a string, otherwise this should be set to an image object.\
	currentSmooth = 0
	
	#==================================================================================#
	# Make split lines, ignore blenk lines or comments.                                #
	#==================================================================================#
	lIdx = 0 
	while lIdx < len(fileLines):
		fileLines[lIdx] = fileLines[lIdx].split()
		lIdx+=1
	
	#==================================================================================#
	# Load all verts first (texture verts too)                                         #
	#==================================================================================#
	lIdx = 0
	print len(fileLines)
	while lIdx < len(fileLines):
		
		l = fileLines[lIdx]
		if len(l) == 0:
			fileLines.pop(lIdx)
			lIdx-=1			
			
		elif l[0] == 'v':
			# This is a new vert, make a new mesh
			vertList.append( NMesh.Vert(float(l[1]), float(l[2]), float(l[3]) ) )
			fileLines.pop(lIdx)
			lIdx-=1

		
		# UV COORDINATE
		elif l[0] == 'vt':
			# This is a new vert, make a new mesh
			uvMapList.append( (float(l[1]), float(l[2])) )
			fileLines.pop(lIdx)
			lIdx-=1
		lIdx+=1
	
	
	# Here we store a boolean list of which verts are used or not
	# no we know weather to add them to the current mesh
	# This is an issue with global vertex indicies being translated to per mesh indicies
	# like blenders, we start with a dummy just like the vert.
	# -1 means unused, any other value refers to the local mesh index of the vert.

	# objectName has a char in front of it that determins weather its a group or object.
	# We ignore it when naming the object.
	objectName = 'omesh' # If we cant get one, use this
	meshList = {}
	meshList[objectName] = (NMesh.GetRaw(), [-1]*len(vertList)) # Mesh/meshList[objectName][1]
	meshList[objectName][0].verts.append(vertList[0])
	meshList[objectName][0].hasFaceUV(1)

	#==================================================================================#
	# Load all faces into objects, main loop                                           #
	#==================================================================================#
	lIdx = 0
	# Face and Object loading LOOP
	while lIdx < len(fileLines):
		l = fileLines[lIdx]
		
		# VERTEX
		if l[0] == 'v':
			pass
			
		# Comment
		if l[0] == '#':
			pass			
		
		# VERTEX NORMAL
		elif l[0] == 'vn':
			pass
		
		# UV COORDINATE
		elif l[0] == 'vt':
			pass
		
		# FACE
		elif l[0] == 'f': 
			# Make a face with the correct material.
			f = NMesh.Face()
			f = applyMat(meshList[objectName][0], f, currentMat)
			f.smooth = currentSmooth
			if currentImg != NULL_IMG: f.image = currentImg

			# Set up vIdxLs : Verts
			# Set up vtIdxLs : UV
			# Start with a dummy objects so python accepts OBJs 1 is the first index.
			vIdxLs = []
			vtIdxLs = []
			fHasUV = len(uvMapList)-1 # Assume the face has a UV until it sho it dosent, if there are no UV coords then this will start as 0.
			for v in l[1:]:
				# OBJ files can have // or / to seperate vert/texVert/normal
				# this is a bit of a pain but we must deal with it.
				objVert = v.split('/', -1)
				
				# Vert Index - OBJ supports negative index assignment (like python)
				
				vIdxLs.append(int(objVert[0]))
				if fHasUV:
					# UV
					if len(objVert) == 1:
						vtIdxLs.append(int(objVert[0])) # Sticky UV coords
					elif objVert[1] != '': # Its possible that theres no texture vert just he vert and normal eg 1//2
						vtIdxLs.append(int(objVert[1])) # Seperate UV coords
					else:
						fHasUV = 0

					# Dont add a UV to the face if its larger then the UV coord list
					# The OBJ file would have to be corrupt or badly written for thi to happen
					# but account for it anyway.
					if len(vtIdxLs) > 0:
						if vtIdxLs[-1] > len(uvMapList):
							fHasUV = 0
							print 'badly written OBJ file, invalid references to UV Texture coordinates.'
			
			# Quads only, we could import quads using the method below but it polite to import a quad as a quad.
			if len(vIdxLs) == 4:
				for i in [0,1,2,3]:
					if meshList[objectName][1][vIdxLs[i]] == -1:
						meshList[objectName][0].verts.append(vertList[vIdxLs[i]])
						f.v.append(meshList[objectName][0].verts[-1])
						meshList[objectName][1][vIdxLs[i]] = len(meshList[objectName][0].verts)-1
					else:
						f.v.append(meshList[objectName][0].verts[meshList[objectName][1][vIdxLs[i]]])
				
				# UV MAPPING
				if fHasUV:
					f.uv.extend([uvMapList[ vtIdxLs[0] ],uvMapList[ vtIdxLs[1] ],uvMapList[ vtIdxLs[2] ],uvMapList[ vtIdxLs[3] ]])
					#for i in [0,1,2,3]:
					#	f.uv.append( uvMapList[ vtIdxLs[i] ] )

				if f.v > 0:
					f = applyMat(meshList[objectName][0], f, currentMat)
					if currentImg != NULL_IMG:
						f.image = currentImg        
					meshList[objectName][0].faces.append(f) # move the face onto the mesh
					if len(meshList[objectName][0].faces[-1]) > 0:
						meshList[objectName][0].faces[-1].smooth = currentSmooth

			elif len(vIdxLs) >= 3: # This handles tri's and fans
				for i in range(len(vIdxLs)-2):
					f = NMesh.Face()
					f = applyMat(meshList[objectName][0], f, currentMat)
					for ii in [0, i+1, i+2]:
						
						if meshList[objectName][1][vIdxLs[ii]] == -1:
							meshList[objectName][0].verts.append(vertList[vIdxLs[ii]])
							f.v.append(meshList[objectName][0].verts[-1])
							meshList[objectName][1][vIdxLs[ii]] = len(meshList[objectName][0].verts)-1
						else:
							f.v.append(meshList[objectName][0].verts[meshList[objectName][1][vIdxLs[ii]]])

					# UV MAPPING
					if fHasUV:
						f.uv.extend([uvMapList[ vtIdxLs[0] ], uvMapList[ vtIdxLs[i+1] ], uvMapList[ vtIdxLs[i+2] ]])

					if f.v > 0:
						f = applyMat(meshList[objectName][0], f, currentMat)
						if currentImg != NULL_IMG:
							f.image = currentImg        
						meshList[objectName][0].faces.append(f) # move the face onto the mesh
						if len(meshList[objectName][0].faces[-1]) > 0:
							meshList[objectName][0].faces[-1].smooth = currentSmooth
		
		
		# FACE SMOOTHING
		elif l[0] == 's':
			if l[1] == 'off': currentSmooth = 0
			else: currentSmooth = 1
			# print "smoothing", currentSmooth

		# OBJECT / GROUP
		elif l[0] == 'o' or l[0] == 'g':
			# This makes sure that if an object and a group have the same name then
			# they are not put into the same object.
			
			# Only make a new group.object name if the verts in the existing object have been used, this is obscure
			# but some files face groups seperating verts and faces which results in silly things. (no groups have names.)
			if len(l) == 1 and len( meshList[objectName][0].faces ) == 0:
				pass
			
			else:
				newObjectName = l[0] + '_'				
				
				# if there is no groups name then make gp_1, gp_2, gp_100 etc
				
				if len(l) == 1: # No name given, make a unique name up.
					
					unique_count = 0
					while newObjectName in meshList.keys():
						newObjectName = l[0] + '_' + str(unique_count)
						unique_count +=1
				else: # The the object/group name given
					newObjectName += '_'.join(l[1:])
				
				# Assign the new name
				objectName = newObjectName
					
				# If we havnt written to this mesh before then do so.
				# if we have then we'll just keep appending to it, this is required for soem files.
				if objectName not in meshList.keys():
					meshList[objectName] = (NMesh.GetRaw(), [-1]*len(vertList))
					meshList[objectName][0].hasFaceUV(1)
					meshList[objectName][0].verts.append( vertList[0] )
				

		# MATERIAL
		elif l[0] == 'usemtl':
			if l[1] == '(null)':
				currentMat = getMat(NULL_MAT)
			else:
				currentMat = getMat(' '.join(l[1:])) # Use join in case of spaces
		
		# MATERIAL
		elif l[0] == 'usemat':
			if l[1] == '(null)':
				currentImg = NULL_IMG
			else:
				currentImg = getImg(DIR + ' '.join(l[1:])) # Use join in case of spaces 
		
		# MATERIAL FILE
		elif l[0] == 'mtllib':
			mtl_fileName = ' '.join(l[1:])
		
		lIdx+=1

	
	#==============================================#
	# Write all meshs in the dictionary            #
	#==============================================#  
	for mk in meshList.keys():
		# Applies material properties to materials alredy on the mesh as well as Textures.
		if mtl_fileName != '':
			load_mtl(DIR, mtl_fileName, meshList[mk][0])
		if len(meshList[mk][0].verts) >1:
			meshList[mk][0].verts.pop(0)
			
			name = getUniqueName(mk)
			ob = NMesh.PutRaw(meshList[mk][0], name)
			ob.name = name

	print "obj import time: ", sys.time() - time1

Window.FileSelector(load_obj, 'Import Wavefront OBJ')


# For testing compatibility
#import os
#for obj in os.listdir('/obj/'):
#	if obj[-3:] == 'obj':
#		print obj
#		newScn = Scene.New(obj)
#		newScn.makeCurrent()
#		load_obj('/obj/' + obj)